Mexican Units Militia.....................Cazadore................Fusilier...................Grenadier.................Guard......................Officer..................Standard Bearer................Lancer.........................Hussar.....................General.
Hi Fedot, I won't be adding any more new Nations, sorry, I've gone back to updating the existing ones using Awars models, I've got about six to do then I'll be looking at the Artillery graphics that Awar has produced, thanks for your interest.
Many Thanks To the Loner! But if the answer can be given, what are the names of those six countries that can be updated with Awar models
Bit of a strange one, all my units are given 1000 hp so after engaging the enemy the hp will drop depending on the damage received, well not always the case, a random check on individual units I found that most had gone down in hp but one had actually gone up to 1050, any ideas anybody.
I've seen it before. It seemed to me that there is a limit in setting the maximum hp. For your case, you can reduce the hp and attack value.
Wanted to add this feature which lets the A.I produce lines of infantry instead of columns, if (gPlayer[plInd].aiData.officer17 <> 0) and (gPlayer[plInd].aiData.drummer17 <> 0) then _ai_CreateOfficerSquad(gPlayer[plInd].aiData.officer17, gPlayer[plInd].aiData.drummer17, k, true, bcen18); but this is all I can find in progresswarai if (gPlayer[plInd].aiData.officer17 <> 0) and (gPlayer[plInd].aiData.drummer17 <> 0) then _ai_CreateOfficerSquad(gPlayer[plInd].aiData.officer17, gPlayer[plInd].aiData.drummer17);
You need to go to the function itself 3593 [*] = ;// _ai_CreateOfficerSquad [*] = ;// [*] = ;procedure _ai_CreateOfficerSquad(offHnd, drumHnd : Integer); formType - variable defines the type of formation You can assign the value 0 to the variable after the block [*] = ; [*] = ; // find most compact formation [*] = ; var formType : Integer = -1; [*] = ; var min : Integer = gc_MaxInt; [*] = ; for i := 0 to gc_country_maxformationcount-1 do [*] = ; if gCountry[newcid].officers[offInd].formations.masks[0] <> '' then [*] = ; begin [*] = ; var formInd : Integer = _misc_GetFormationIndexBySID(gCountry[newcid].officers[offInd].formations.masks[0]); [*] = ; if formInd >= 0 then [*] = ; begin [*] = ; var w : Integer = gFormation[formInd].width; [*] = ; var h : Integer = gFormation[formInd].height; [*] = ; if w+h < min then [*] = ; begin [*] = ; min := w+h; [*] = ; formType := i; [*] = ; end; [*] = ; end; [*] = ; end; [*] = ; formType := 0; The block will become superfluous and you can delete it or enclose it in {} [*] = ; {var min : Integer = gc_MaxInt; [*] = ; for i := 0 to gc_country_maxformationcount-1 do [*] = ; if gCountry[newcid].officers[offInd].formations.masks[0] <> '' then [*] = ; begin [*] = ; var formInd : Integer = _misc_GetFormationIndexBySID(gCountry[newcid].officers[offInd].formations.masks[0]); [*] = ; if formInd >= 0 then [*] = ; begin [*] = ; var w : Integer = gFormation[formInd].width; [*] = ; var h : Integer = gFormation[formInd].height; [*] = ; if w+h < min then [*] = ; begin [*] = ; min := w+h; [*] = ; formType := i; [*] = ; end; [*] = ; end; [*] = ; end;} [*] = ; formType := 0;
Trying to get the 'Heal all live units' to require a General to activate but game crashes before loading, this is what I've added in country.script: _country_AddUpgrade(country, upgplace+'.26', 1, gc_upg_tooltiptype_none, gc_upg_type_healing, 50, cTrue, 1000, 3, 0, ind, 0, 0, 0, 1000, 0, 0, bAddIfNotExist, 0, 0, 0, '', '', '', '', '', '', '', '', '', '', True, req'general', '', '', '', '', '', '', ''); for k:=0 to gc_MaxUnitsArr-1 do _country_AddUpgradeSArrParam2MemberIfExists(country, ind-1, garr_UnitsAll[k]); any ideas.
Must be missing something, _country_AddUpgradeWithAccessControl(country, upgplace+'.26', 1, gc_upg_tooltiptype_none, gc_upg_type_healing, 50, cTrue, 1000, 3, 0, ind, 0, 0, 0, 1000, 0, 0, bAddIfNotExist, 0, 0, 0, '', '', '', '', '', '', '', '', '', '', True, csid+'gen', '', '', '', '', '', '', ''); this loads but the general is not needed for the upgrade.
I tested it on another upgrade, everything works in the mod _country_AddUpgradeWithAccessControl(country, upgplace+'.7', 1, gc_upg_tooltiptype_none, gc_upg_type_priceperc, 0, cTrue, 500, 2, 0, ind, 0, 7300, 0, 1220, 0, 0, bAddIfNotExist, 0, 0, 0, 'fishboat', '', '', '-85', '', '', '', '', '', '', True, 'general19' + csid, '', '', '', '', '', '', '');